So we're producing 2-4 times the # of ships that are being killed and you want production to increase?! That sounds more like a fundamental market problem to me. Any idea how many ships are removed from the game by players going idle?

You can't quite compare it like that. Remember that inside every T2 ship is a T1 ship, so every T2 ship have been counted twice, so to speak. Also, ships that were self destructed were probably not counted, ships destroyed while in the cargohold of another ship were not counted, and reprocessed ships were definitively not counted.

The latter number is actually quite high. When mineral prices rise, lots of market people buy up ships cheaply and reprocess them. Also MIMAF'ers routinely sell ships for less than the minerals are worth, some of which are then reprocessed. Reprocessing cap ships to make supercaps is also known to happen.

Posted - 2012.02.04 19:35:00 -
[63] - Quote
Wow unless I have my math wrong because of the very large figures involved last years saw a total EVE GDP of 2,692,368 billion (US billion so million, million for some of you) isk. Figure a Plex value of $30 per billion and that's a real dollar GDP of around $80,000,000. Add on to this an estimated 300,000 EvE accounts each paying a low ball figure of $10/month and CCP took in around $36,000,000 (this makes them a small to midsized business by US standards). Added together that puts total EvE GDP at around $116,000,000 USD.

I wonder how much the total asset value among active players are. My gut is that it's around 2.5 years annual GDP (not counting the resale value of toons) or about $200,000,000.

Posted - 2012.02.05 07:42:00 -
[64] - Quote
Now if only you (read: CCP) would/could use all that snazzy statistical work to identify abnormalities that the Devs (note the optimistic plural) in charge of balancing could use to focus their efforts ..

Is this "576,860 different characters lost ships to non-players" where 100% of the damage was done by NPC's? Or is this when the final blow was done by NPC's but could also have involved players doing damage?

NPCs never get final blow on killmails with players involved. It always goes to the last player to have aggressed the victim.

Not true as Sleepers and their guns and missiles regularly get both high damage and last blow's on player kills. I have jumped enough in the middle of combat to know.

Is this "576,860 different characters lost ships to non-players" where 100% of the damage was done by NPC's? Or is this when the final blow was done by NPC's but could also have involved players doing damage?

NPCs never get final blow on killmails with players involved. It always goes to the last player to have aggressed the victim.

Speaking from a Wormhole industrialist point of view;-No access to good refinery-Ship assembly take a lot of POS power/cpu-Transportation is an issue-Difficult access to market

I mostly manufacture stuff that's easy to build and transport; like tech 2 modules.When I was in null sec/low sec, my main issue was transportation. Getting the good to and from a market was suicide without a jump freighters and jump freighters are expensive.

Speaking from a Wormhole industrialist point of view;-No access to good refinery-Ship assembly take a lot of POS power/cpu-Transportation is an issue-Difficult access to market

I mostly manufacture stuff that's easy to build and transport; like tech 2 modules.When I was in null sec/low sec, my main issue was transportation. Getting the good to and from a market was suicide without a jump freighters and jump freighters are expensive.

If asking to make the above points easier or facilitated by a change in game mechanics, then be careful for what you ask. Making an easier go of it in w-space will attract even more of the riff raff than those who are already 'crowding' things up.284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters284 Characters 284 Characters 284 Characters 284 Characters 284286

It's measured in terms of final blow (not 100% accurate, sure, but I think a pretty good indicator).

My last stats blog had sentry/CONCORD stats! :) The forum gives me an error when I try linking to it though.

Then join us the masses to bug CCP devs to fix the bloody forum and it's features. It's much more likely to get fixes done when co-workers join the rambling squad. Or perhaps you could pull some nice statistics of how many forum posts fail due to such "features" existing in forums :P

It's measured in terms of final blow (not 100% accurate, sure, but I think a pretty good indicator).

My last stats blog had sentry/CONCORD stats! :) The forum gives me an error when I try linking to it though.

Then join us the masses to bug CCP devs to fix the bloody forum and it's features. It's much more likely to get fixes done when co-workers join the rambling squad. Or perhaps you could pull some nice statistics of how many forum posts fail due to such "features" existing in forums :P

Its possible that the fixes will come when they deploy corp forums hopefully tomorrow. They have been very quite about Evegate fixes so who knows.

I am sure there are a lot of people out there that have some great, profitable corporations that people would want to invest in, also a great way to raise capital for new ventures etc etc.

There could be a method of setting up a share launch that is semi automated but covers all the necessary "legal" requirements etc. The same with monthly, quarterly or annual reports. That information could be automatically published in game with info that is already gathered by Eve/CCP.

Posted - 2012.02.22 16:04:00 -
[81] - Quote
I would also like to know if there was an increase in pod kills/ship kill in low sec after incarna's release as compared to before. Lots of people including myself felt this somehow changed our ability to warp our pods out.

Posted - 2012.02.24 15:11:00 -
[82] - Quote
25.16% of losses were capsules in the first week of November 2011, compared to 25.55% in the first week of December 2011, just after the launch of Crucible. Not really a statistically relevant difference :)CCP Diagoras - Like EVE stats? Follow me on twitter!

25.16% of losses were capsules in the first week of November 2011, compared to 25.55% in the first week of December 2011, just after the launch of Crucible. Not really a statistically relevant difference :)

Thanks for the response to my first question.

Is that percent of losses based on ship losses to npcs and pvp or just ship losses due to pvp kills?

Do you think one week is a sufficient measure? Could one or two huge null sec battles in a week throw these numbers?

BTW:The Statistics from the 3rd quarter QEN 2010 pps 40-41 says they took july of 2010 and the percents of pod kills per pvp ship losses were:

23.3% low sec17.5% high sec44% nulland 29.9% wh

It doesn't tell us what the overall percent of pod kills/pvp ship losses were over that period.

However, assuming your numbers are based on pvp ship kills only, this would suggest that the number of pod kills has gone down significantly for those 2 weeks as compared to the month of july of 2010. So that would also tend to answer my second question. The number of pod kills per pvp ship kill has actually gone down since incarna's release. I still would love to get some low sec specific numbers on the escapability of pods though. Make faction war occupancy pvp instead of pvehttps://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

How much isk was injected into the economy by missions (Separated into categories as follows)Mission rewards + BonusesLPBounties (Including sanctums and belt rats ETC if possible)and how much isk value in ships and modules have been destroyed by NPC pirates (In missions or otherwise)

Basically I would like to get a picture of how much money is actually injected into the system over how much is lost. (This over the course of last year that is.)(what can I say?I like economics.)

Another interesting one would be how much isk exchanged hands by way of PLEX cards, and how many plex cards were used for AUR? If you are at liberty to disclose such information that is.

Better yet, just let me run the database queries myself. I would be like a kid in a candy store with all those sexy numbers to play with.

How much isk was injected into the economy by missions (Separated into categories as follows)Mission rewards + BonusesLPBounties (Including sanctums and belt rats ETC if possible)and how much isk value in ships and modules have been destroyed by NPC pirates (In missions or otherwise)

Basically I would like to get a picture of how much money is actually injected into the system over how much is lost. (This over the course of last year that is.)(what can I say?I like economics.)

Another interesting one would be how much isk exchanged hands by way of PLEX cards, and how many plex cards were used for AUR? If you are at liberty to disclose such information that is.

Better yet, just let me run the database queries myself. I would be like a kid in a candy store with all those sexy numbers to play with.

LP doesn't inject isk. Can't trade it for isk. In fact, it's an ISK sink, as you have to use it with ISK to get stuff out of the LP store.

And isk value for stuff is hard to determine.

On the other hand, follow the dev on Twitter. He keeps putting up stats. including things like mission running numbers, and bounties.FuzzWork Enterpriseshttp://www.fuzzwork.co.uk/Blueprint calculator and other 'useful' utilities.

How much isk was injected into the economy by missions (Separated into categories as follows)Mission rewards + BonusesLPBounties (Including sanctums and belt rats ETC if possible)and how much isk value in ships and modules have been destroyed by NPC pirates (In missions or otherwise)

Basically I would like to get a picture of how much money is actually injected into the system over how much is lost. (This over the course of last year that is.)(what can I say?I like economics.)

Another interesting one would be how much isk exchanged hands by way of PLEX cards, and how many plex cards were used for AUR? If you are at liberty to disclose such information that is.

Better yet, just let me run the database queries myself. I would be like a kid in a candy store with all those sexy numbers to play with.

LP doesn't inject isk. Can't trade it for isk. In fact, it's an ISK sink, as you have to use it with ISK to get stuff out of the LP store.

And isk value for stuff is hard to determine.

On the other hand, follow the dev on Twitter. He keeps putting up stats. including things like mission running numbers, and bounties.

I'm interested in all aspects of the economy when it comes to missions.

In terms of isk value lost an approximation will do based on current or average isk value over the past year. doesn't need to be perfect, just looking for a general idea. Also, LP whether it can be traded for isk or not is a currency. And it is faceted by mission givers, therefore it is injected just the same. I should have worded my main post differently i suppose.

Posted - 2012.03.01 14:46:00 -
[87] - Quote
I have seen statistics about how much isk incursion runners relative to all the other bounties paid in the entire game and its pretty crazy.

I wonder how many people are getting loyalty points in faction war missions regular, high, low, and null sec missions and incursions.

Alexila Quant wrote:

Steve Ronuken wrote:

Alexila Quant wrote:

Here's one (A few) related to the market.

How much isk was injected into the economy by missions (Separated into categories as follows)Mission rewards + BonusesLPBounties (Including sanctums and belt rats ETC if possible)and how much isk value in ships and modules have been destroyed by NPC pirates (In missions or otherwise)

Basically I would like to get a picture of how much money is actually injected into the system over how much is lost. (This over the course of last year that is.)(what can I say?I like economics.)

Another interesting one would be how much isk exchanged hands by way of PLEX cards, and how many plex cards were used for AUR? If you are at liberty to disclose such information that is.

Better yet, just let me run the database queries myself. I would be like a kid in a candy store with all those sexy numbers to play with.

LP doesn't inject isk. Can't trade it for isk. In fact, it's an ISK sink, as you have to use it with ISK to get stuff out of the LP store.

And isk value for stuff is hard to determine.

On the other hand, follow the dev on Twitter. He keeps putting up stats. including things like mission running numbers, and bounties.

I'm interested in all aspects of the economy when it comes to missions.

In terms of isk value lost an approximation will do based on current or average isk value over the past year. doesn't need to be perfect, just looking for a general idea. Also, LP whether it can be traded for isk or not is a currency. And it is faceted by mission givers, therefore it is injected just the same. I should have worded my main post differently i suppose.

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